Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx skills add jeremylongworth-source/AgentSkills --skill game-story-flowgit clone --depth 1 https://github.com/jeremylongworth-source/AgentSkillsWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/jeremylongworth-source/agentskills/game-story-flow)<a href="https://agentmods.dev/skills/jeremylongworth-source/agentskills/game-story-flow"><img src="https://agentmods.dev/badge/skills/jeremylongworth-source/agentskills/game-story-flow/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/jeremylongworth-source/agentskills/game-story-flow"><img src="https://agentmods.dev/badge/skills/jeremylongworth-source/agentskills/game-story-flow.svg" alt="Reviewed on agentmods" width="80" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00062 | $0.00470 |
| Opus 5.5 | $0.00025 | $0.00188 |
| Sonnet 5.5 | $0.00012 | $0.00094 |
| Haiku 4.5 | $0.00006 | $0.00047 |
Grade A, and why
game-story-flow scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 1mo ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 42 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Game Story Flow
Core Workflow
- Identify genre, target tone, player role, narrative camera, agency level, branching depth, content budget, and gameplay loop.
- Define the player fantasy and emotional arc before writing scenes. The story should reinforce what the player repeatedly does.
- Treat plot as playable pressure: each beat should create a decision, reveal, risk, relationship change, world-state change, or motivation to act.
- Preserve agency. When the story must constrain the player, provide strong motivation, readable consequences, or interactive expression.
- Track state explicitly: known information, unresolved questions, character goals, relationship changes, promises made to the player, and consequences already paid off.
- Review pacing across gameplay, exploration, dialogue, combat, rest, discovery, and cutscenes. Avoid placing long passive exposition where the player expects control.
Narrative Structures
- Linear story: build clear act turns, escalating stakes, reversible setbacks, and playable transitions between major beats.
- Branching story: define branch intent, divergence cost, merge strategy, remembered variables, and consequences the player can perceive.
- Quest narrative: connect objectives to character motivation, local stakes, world logic, and a meaningful result.
- Environmental storytelling: use spatial order, props, audio, enemy placement, lighting, and interactables to imply events without over-explaining.
- Dialogue: give each speaker a goal, subtext, conflict, and exit condition. Keep choices distinct in intent, not just wording.
Deliverable Shape
For substantial narrative work, produce:
- Premise and player role
- Core conflict
- Character goals and pressure points
- Beat sequence
- Branch or consequence map
- Gameplay integration notes
- Dialogue or scene samples where useful
- Open questions for design, production, or playtesting
References
- Read
references/story-flow-checklist.mdwhen outlining, branching, revising, or reviewing game narrative structure.
What ships with it
2 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 1mo ago First seen · 42 lines · 62 tokens per session scan A 553ce242ff8a
game-story-flow is a skill published in the GitHub repository jeremylongworth-source/AgentSkills (1 stars, last pushed 17d ago), licensed MIT. It adds 62 tokens to every session and 470 once invoked, about $0.0002 per session on Opus 5.5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-09-03.
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